﻿Shader "Custom/Transparent_Diffuse_Tile" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }
 
 
 
    SubShader {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		
        CGPROGRAM
        #pragma surface surf Lambert alpha
 
 
        sampler2D _MainTex;
        fixed4 _Color;
        float _RimPower;
        float _BaseAlpha;
 
        struct Input {
            float2 uv_MainTex;
            float3 viewDir;
        };
 
        void surf (Input IN, inout SurfaceOutput o) {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;        //No albedo, only emission
            //o.Emission = c.rgb;
            o.Alpha =  c.a;
        }
        ENDCG
    }
	Fallback "Transparent/VertexLit"
}
